Skill Gem /57
Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.
Consume a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered.
Summon the spirit of the bound monster as a Reviving Minion.
Mark a target. The next Critical Hit the target receives Consumes the Mark to deal extra damage and grant you a Frenzy Charge.
Strike with a forceful blow, knocking enemies back and weakening their Armour.
Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
Impale a Skeleton on a bone spike to shield your Minions while the spike remains, reducing the amount of damage taken from Hits. Taking a Hit that deals damage above a certain threshold will cause that Minion's shield to absorb all damage from that Hit, then explode. The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Perform a Warcry, Empowering subsequent Melee Attacks if there are enemies nearby. Enemies in the warcry's area are destabilised and will Combust on death. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Sacrifice the life of a Minion to deal Chaos damage in an area around it. If you have no Minions, your own life is sacrificed instead.
Activate to summon Reviving Skeletal Warriors.
Activate to summon aggressive, Reviving Skeletal Reavers that can enrage on Command.
Activate to summon hard-hitting, Reviving Skeletal Brutes that can Stun Primed enemies and Warcry on Command. This Warcry Intimidates nearby enemies and Consumes Freeze on enemies and allies to deal damage in an Area around them.
Activate to summon long-ranged, Reviving Skeletal Snipers that can fire a gas arrow on Command.
Activate to summon Reviving Skeletal Frost Mages that can envelop your Minions in an icy shield on Command.
Activate to summon Reviving Skeletal Storm Mages that can call down a lightning storm on dead Skeletons on Command.
Activate to summon bomb-throwing, Reviving Skeletal Arsonists that can detonate other Minions on Command.
Activate to summon Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons.
Call down Lightning to hit all enemies in a cone in front of you, dealing significantly more damage to Shocked enemies. If there is a Shocked enemy in the target area, additional lightning bolts are distributed among the targets hit. Targeting close to you will cause you to jump back as you cast.
Channel to charge up a heavy swing, drawing earth from the ground to enlarge your mace. Release to Slam the ground, dealing damage in an area around the impact, followed by Aftershocks dealing damage in a larger area.
Summon a wolf minion. Wolves howl when they first emerge, making critical hits more likely against nearby enemies.
[DNT-UNUSED] Not a claw attack, more like a bite
Create a lightning storm for a duration, which repeatedly strikes enemies in its area with shocking bolts.
Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires, causing all Lightning Hits against enemies to contribute to Electrocution buildup for a duration.
Skewer a Skeleton on a bone spike to send nearby Minions into a frenzy as long as the spike remains, making their skills faster and harder hitting. The bone spike is itself a Minion. If it dies, the effect ends immediately.
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. Raising a new ring of spikes destroys the previous one.
Channel to charge up your bow before releasing a powerful shot. Releasing with Perfect Timing causes the arrow to explode on impact and Consume Freeze on directly Hitting. Consuming Freeze or Hitting a Heavy Stunned enemy enhances the explosion.
Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
Repeatedly hammer your Shield with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While Channelling Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
Conjure surging arcane energy to restore your Mana. While active, enemies you kill affected by Elemental Ailments have a chance to spawn a Mana Remnant, and Critically Hitting a target with Elemental Ailments spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
Harnesses a Companion Rhoa you can mount while you're wielding a Bow or Spear. While mounted you can use Bow, thrown Spear and Mark Skills, run faster and barely slow to use Skills, but being Hit will cause Heavy Stun buildup. While you aren't mounted, the Rhoa will attack your enemies alongside you with its beak, but can be damaged.
Skewer a Skeleton on a bone spike, granting you a powerful Spell damage Buff as long as the spike remains. Does not affect your Minions. The bone spike is itself a Minion. If it dies, the effect ends immediately.
Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Strike with your Maces.
Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to Empower your next Quarterstaff Attack, causing it to deal additional Chaos damage. Each kill with the Empowered Attack grants Purple Flames of Chayula for a duration.
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
Mark a target, making them more susceptible to being Frozen. When the Marked target dies, a Cold explosion erupts from their corpse. This explosion does not use your Weapon Damage, and instead uses its own base Attack Damage.
Mark a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning explosion erupts from their corpse. This explosion does not use your Weapon Damage, and instead uses its own base Attack Damage.
Passively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted. The barrier instantly recharges to its full value a short time after it stops taking damage or is fully depleted.
Fire a skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows, thrown Spears and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a ring of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
While active, you gain powerful Buffs based on your active Charges. However, maintaining the Buff Consumes Charges every few seconds.
While active and enemies are present, swarms of insects emerge from your body to pursue nearby enemies. The swarms are untargetable Minions that Attack and Poison enemies.
Curse all targets in an area after a short delay, causing a portion of Damage they take from Hits to be tracked by the Curse debuff. When the debuff's duration expires, they take that tracked damage again, all at once.
[DNT] Hunt em down
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Summon a Reviving Beast Companion to aid you in combat.
Recruit artillery Minions that takes up positions behind you. They will lay in wait for your Command then fire volleys of arrows at the target location.
Conjure a hail of icy bolts over the targeted area. Chill and Freeze on enemies in front of you are Consumed to fuel the Icestorm by creating improved bolts.
While active, the first time any Skill Hits a Shocked enemy in your Presence, that Skill also Hits other Shocked enemies in your Presence, up to a maximum.
Targets an allied player to apply a buff which links you to them for a duration. While linked, your Energy Shield will intercept some of the damage they would take. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your Projectile Attacks attach a Toxic Pustule, which can be Poisoned. Pustules will Detonate after a duration or when enough Poison has been applied, dealing more damage based on the stored Poison damage and applying Poison in an area around it.
Hinekora observes your Future-Past granting you the opportunity to subvert a lesser fate. After a period of Hindsight, she will grant you her Foresight, which prevents you from avoiding Hits while Dodge Rolling. When you are Hit while Dodge Rolling, Hinekora restores you to full Life immediately before taking damage from the Hit, and grants you Sight Beyond Sight, which prevents you from dying.
Summon a Reviving Undead Companion to aid you in combat.
Skill Gem Quality /15
(0–20)% more Critical Hit Chance
(0–20)% more Damage with Hits against Enemies that are Chilled
(0–20)% more Damage with Hits against Burning Enemies
(0–10)% more Damage with Hits for each time this Skill has Chained
(0–5)% more damage with Hits per 5% Shock Effect on Enemy
Hits against targets with attached Rods gain (0–10)% of Damage as extra Lightning Damage
Next Critical Hit against Marked Enemy has (0–15)% increased Critical Damage Bonus
(0–20)% more Damage with Hits against Enemies with Fully Broken Armour
(0–6)% more Damage with Hits for each Spike
(0–20)% more Critical Hit Chance
Hits against Marked enemy cause +(0–20)% more Freeze buildup
Lightning Bolts strike the targets of your next (0–2) Attack Hits
after Killing a Shocked Enemy with Attack Damage
Elemental Damage from Hits is taken from the Barrier before your Life, Mana or Energy Shield
Barrier can take Elemental Damage up to (0–5)% of your Armour and Evasion Rating
Additional Hits deal (-5–0)% less damage
Additional Hits convert 100% of Physical and
Elemental damage to Lightning
Foresight prevents Dodge Roll from Avoiding Hits and lasts until immediately before you are Hit while Dodge Rolling
Sight Beyond Sight makes you unable to die and lasts for a (0–0.3) second duration
Fully recover Life when you gain Sight Beyond Sight
Support Gem /74
Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
Supports any skill that Hits enemies, making those Hits ignore enemy Fire resistance.
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
Supports Spells that Hit enemies, boosting their damage but preventing them from dealing Critical Hits.
Supports any skill that Hits enemies, causing it to deal more Melee Physical Damage to Bleeding Enemies, but be unable to inflict Bleeding itself. Supported Skills also inflict Incision on Hit.
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life, as well as dealing more damage while you are on Low Life.
Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time.
Supports any skill that Hits enemies, giving it a chance to also Shock nearby enemies when you Shock an enemy.
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
Supports any skill that Hits enemies, causing it to refresh Ignites on Critical Hit.
Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
Supports skills that create walls in a line, causing them to be created in a circle instead but deal less Hit damage.
Supports skills that create walls in a line, causing them to be created in a circle instead but deal less Hit damage and have lowered Area of Effect.
Supports skills that create walls in a line, causing them to instead be created along a Fissure, at the cost of damage and Area of Effect.
Supports any Spell that Hits enemies, causing it to trigger a Mana Flare on Critical Hit. The Mana Flare consumes your Mana to deal Fire damage. Cannot support the skills of Minions.
Supports any skill that Hits Enemies, causing it to build up Stun more quickly.
Supports any skill that Hits Enemies, causing it to build up Stun more quickly.
Supports any skill that Hits Enemies, causing it to build up Stun significantly more quickly, at the cost of Damage.
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun. Pin buildup caused by Supported Skill is lessened, but Pin duration is significantly longer.
Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Flask and Charm charges.
Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Flask and Charm charges.
Supports any skill that Hits enemies, causing enemies it kills to grant more Mana Flask charges.
Supports any skill that Hits enemies, causing enemies it kills to grant more Life Flask charges.
Supports any skill that Hits enemies, causing it to inflict Exposure when it Critically Hits an enemy.
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
Supports Spells that deal non-Ailment Chaos damage over time. Enemies taking damage over time from Debuffs caused by supported skills will suffer Freeze build up from Chaos damage Hits from any source. Does not Support Skills used by Minions.
[DNT-UNUSED] Supports Bow Attacks you use yourself. Supported Attacks fire multiple projectiles into the air,
Supports Skills which Hit Enemies. Supported Skills gain increased chance to Critically Hit against Immobilised Enemies.
Supports Skills that you use yourself. Supported Skills will consume a Power Charge on use if possible, and will be much more likely to Critically Hit if they do. Supported Skills cannot generate Power Charges.
Supports any damaging Skill that you use yourself, granting it significantly higher chance to Critically Hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
Supports Melee Attack Skills you use yourself. Supported Skills gain much more damage and are more capable of Stunning Enemies the closer you are to being Heavily Stunned.
Supports Attack Skills. Supported Skills always hit Dazed Enemies, but Consume Daze on Hit, and cannot themselves inflict Daze.
Supports Slam Skills you use yourself. Hits from Supported Skills are considered Crushing Blows against Enemies which are both Ignited and Fully Armour Broken. Hits with Supported Skills that Heavily Stun Ignited and Fully Armour Broken Enemies will Intimidate them.
Supports Attack Skills you use yourself. Supported Skills deal more Damage with Critical Hits, but Critically Hitting an Enemy with them will Daze you for a short time.
Supports Skills which can cause Damaging Hits. Supported Skills are more likely to Critically Hit Blinded Enemies, and deal more Damage with Critical Hits against Blinded Enemies, but cannot themselves inflict Blind.
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky if you are Surrounded.
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky and Insufficient Mana doesn't prevent Supported Skills from being used if you are Surrounded.
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills grant Volatility on Critical Hit.
Supports Melee Attack Skills. Supported Skills are more capable of Stunning Enemies the closer you are to being Heavily Stunned.
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills cannot be used unless you have been stationary for a certain duration, but deal increasingly more damage the longer you are stationary. Cannot support Skills which have a reservation, are Triggered, have a cooldown or have another usage Condition.
Supports Melee Attack Skills. Supported Skills trigger Quill Burst, which deals your Thorns Damage in an Area around the target struck. Quill Burst can only be triggered on Hit after you've Retaliated with Thorns Damage.
Supports Melee Attack Skills you use yourself. Attacking with Supported Skills will cycle through various effects, with the first Attack in sequence inflicting Hobble on you. The second and third Attacks in sequence will powerfully scale chance to Critically Hit and overall damage, respectively, at which point the cycle will reset. Cannot Support Channelling Skills.
Supports Strikes you use yourself. Supported Skills cannot be used until you have Blocked a certain number of Hits, but will be Ancestrally Boosted when used. After use, this Blocked Hit counter will reset. Cannot Support Channelled Skills or Skills which already have a Condition for use.
Supports Skills that leap into the air and deal damage, causing them to create Shocked Ground the first time they Critically Hit an enemy.
Supports Melee Strike Skills. Supported Skills deal your Thorns Damage on Hit after you've Retaliated with Thorns Damage.
Supports Melee Strike Skills. Supported Skills deal your Thorns Damage on Hit after you've Retaliated with Thorns Damage.
Supports Skills which create Ground Surfaces, causing Enemies Chilled by those Surfaces to be more easily Frozen, but at the cost of some Chill magnitude.
Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Charm charges.
Supports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff which causes Armour to partially apply to Elemental Hit Damage.
Supports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff which causes Armour to partially apply to Elemental Hit Damage.
Supports Melee Attack Skills. Supported Skills build up Heavy Stun more quickly, but cannot themselves Heavy Stun.
Supports Melee Attack Skills. Supported Skills build up Stun more quickly, but cannot themselves Stun.
Supports Skills that Hit Enemies, causing those Hits to Hobble Bleeding Enemies based on a portion of Physical Damage dealt.
Supports Attack Skills. Supported Skills inflict Incision on Hit, which causes Enemies to be increasingly more likely to be inflicted with Bleeding. All Incision is removed from a target on inflicting it with Bleeding.
Supports Skills that create Companions which can be damaged. Minions created by Supported Skills take a portion of Hit Damage you would otherwise have taken, but have lowered maximum Life.
Supports Skills that create Companions which can be damaged. Minions created by Supported Skills take a portion of Hit Damage you would otherwise have taken, but have lowered maximum Life. A percentage of Damage taken this way is Recouped by you as Life.
Supports Skills that cause Damaging Hits. Hits from Supported Skills cannot kill Enemies.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
Supports Skills that can cause Damaging Hits, causing those Hits to treat Enemy Elemental Resistances as inverted.
Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills can only be used after you have moved a certain distance, but will Bifurcate Critical Hit Chance. Cannot support Skills which have a Cooldown or that are Triggered, and does not modify skills used by Minions.
Supports any Skill that Hits Enemies, causing it to deal increasingly higher damage the more Poisons are on the target.
Item mods /5
NameLevelPre/SufDescriptionWeight
of Dulling33SuffixHits against you have (21–27)% reduced Critical Damage Bonus Damage Criticalstr_dex_shield 1
default 0
of Deadening45SuffixHits against you have (28–34)% reduced Critical Damage Bonus Damage Criticalstr_dex_shield 1
default 0
of Interference58SuffixHits against you have (35–41)% reduced Critical Damage Bonus Damage Criticalstr_dex_shield 1
default 0
of Obstruction69SuffixHits against you have (42–47)% reduced Critical Damage Bonus Damage Criticalstr_dex_shield 1
default 0
of the Bastion81SuffixHits against you have (48–54)% reduced Critical Damage Bonus Damage Criticalstr_dex_shield 1
default 0
Monsters mods /39
NameLevelPre/SufDescriptionWeight
of Ignition12SuffixHits always Ignite
All Damage from Hits Contributes to Flammability and Ignite Magnitudes
of Ignition1SuffixHits always Ignite
All Damage from Hits Contributes to Flammability and Ignite Magnitudes
of Freezing12SuffixAll Damage from Hits Contributes to Chill Magnitude
Chills from your Hits always reduce Action Speed by at least 10%
of Freezing1SuffixAll Damage from Hits Contributes to Chill Magnitude
Chills from your Hits always reduce Action Speed by at least 10%
of Shocking12SuffixHits always Shock
All Damage from Hits Contributes to Shock Chance
of Shocking1SuffixHits always Shock
All Damage from Hits Contributes to Shock Chance
of Far Shot10SuffixProjectiles gain Damage as they travel farther, dealing up
to 60% increased Damage with Hits to targets
of Far Shot1SuffixProjectiles gain Damage as they travel farther, dealing up
to 60% increased Damage with Hits to targets
of Obstruction1SuffixHits against you have 80% reduced Critical Damage Bonus
1UniqueYour Hits can't be Evaded Attack
1UniqueNever deal Critical Hits Critical
1Unique50% Chance to Block Attack Damage
You take 10% of damage from Blocked Hits
stance movement speed +% final [-45]
1Unique50% Chance to Block Attack Damage
You take 10% of damage from Blocked Hits
stance movement speed +% final [-50]
1Unique50% Chance to Block Attack Damage
+5% to maximum Block chance
Cannot be Stunned by Hits you Block
Aurora Cultist's Touch1Torment+25% to Cold Resistance
50% increased Chill Duration on Enemies
Physical Damage from Hits also Contributes to Chill Magnitude
Elemental Cold Resistance Ailment
1EssenceYour Hits inflict Decay, dealing 250 Chaos Damage per second for 8 seconds Damage Chaos
1UniqueEnemies Taunted by you deal 30% less Damage with Hits and
Ailments against other targets
1UniqueGain 50% of Physical Damage as Extra Fire Damage
All Damage from Hits Contributes to Flammability and Ignite Magnitudes
base chance to ignite % [100]
Damage Physical Elemental Fire Ailment
1UniqueGain 50% of Physical Damage as Extra Cold Damage
All Damage from Hits Contributes to Chill Magnitude
Damage Physical Elemental Cold Ailment
1UniqueAlways Shock
Gain 50% of Physical Damage as Extra Lightning Damage
All Damage from Hits Contributes to Shock Chance
Damage Physical Elemental Lightning Ailment
1UniqueMelee Hits have 50% chance to Fortify Attack
Heretic's Grip1Torment25% chance to Shock
All Elemental Damage from Hits Contributes to Shock Chance
Physical Damage from Hits also Contributes to Chill Magnitude
Elemental Cold Lightning Ailment
1Unique20% Chance to Block Attack Damage
You take 10% of damage from Blocked Hits
1Unique30% Chance to Block Attack Damage
You take 15% of damage from Blocked Hits
1Unique40% Chance to Block Attack Damage
You take 20% of damage from Blocked Hits
1UniqueYou take 10% of damage from Blocked Hits
1UniqueYou take 15% of damage from Blocked Hits
1Unique15% Chance to Block Attack Damage
You take 15% of damage from Blocked Hits
1Unique25% Chance to Block Attack Damage
You take 20% of damage from Blocked Hits
1Unique20% Chance to Block Attack Damage
You take 40% of damage from Blocked Hits
Serpent-Touched1TormentPoison on Hit
All Damage from Hits Contributes to Poison Magnitude
Hunted by the Ancient Serpent1TormentPoison on Hit
All Damage from Hits Contributes to Poison Magnitude
dropped items are converted to int items [1]
Primate-Touched1Torment100% increased Freeze Buildup
All Damage from Hits Contributes to Chill Magnitude
Hunted by the Howling Ape1Torment100% increased Freeze Buildup
All Damage from Hits Contributes to Chill Magnitude
dropped items are converted to int items [1]
Wolf-Touched1TormentBreak Armour equal to 250% of Hit Damage dealt
Attacks have 50% chance to Maim on Hit
Hunted by the Noble Wolf1TormentBreak Armour equal to 250% of Hit Damage dealt
Attacks have 50% chance to Maim on Hit
dropped items are converted to dex items [1]
Spirit Of The Serpent1TormentPoison on Hit
All Damage from Hits Contributes to Poison Magnitude
Spirit Of The Primate1Torment60% increased Freeze Buildup
All Damage from Hits Contributes to Chill Magnitude
Spirit Of The Wolf1TormentBreak Armour equal to 10% of Hit Damage dealt
Attacks have 50% chance to Maim on Hit
Delve Area mods /7
NameLevelPre/SufDescriptionWeight
1DelveAreaMonsters take (15–20)% reduced Extra Damage from Critical Hits
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Damage Critical
20DelveAreaMonsters take (21–25)% reduced Extra Damage from Critical Hits
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Damage Critical
52DelveAreaMonsters take (26–30)% reduced Extra Damage from Critical Hits
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Damage Critical
92DelveAreaMonsters take (31–35)% reduced Extra Damage from Critical Hits
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Damage Critical
173DelveAreaMonsters take (36–40)% reduced Extra Damage from Critical Hits
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Damage Critical
92DelveAreaAll Monster Damage from Hits always Ignites
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Elemental Fire Ailment
500DelveAreaArea contains a Unique Boss
Unique Boss drops (15–25) additional Fossils
Unique Boss's Hits are always Critical Hits
19% increased Quantity of Items found in this Area
11% increased Rarity of Items found in this Area
7% increased Pack size
Heist Area mods /6
NameLevelPre/SufDescriptionWeight
Conflagrating46PrefixAll Monster Damage from Hits always Ignites
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map item drop quantity +% [10]
map item drop rarity +% [6]
Elemental Fire Ailment
of Toughness1SuffixMonsters take (15–19)% reduced Extra Damage from Critical Hits
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map item drop quantity +% [10]
map item drop rarity +% [6]
Damage Critical
of Toughness46SuffixMonsters take (20–24)% reduced Extra Damage from Critical Hits
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map item drop quantity +% [10]
map item drop rarity +% [6]
Damage Critical
of Toughness68SuffixMonsters take (25–30)% reduced Extra Damage from Critical Hits
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map item drop quantity +% [10]
map item drop rarity +% [6]
Damage Critical
of Toughness73SuffixMonsters take (31–35)% reduced Extra Damage from Critical Hits
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map item drop quantity +% [10]
map item drop rarity +% [6]
Damage Critical
of Toughness78SuffixMonsters take (36–40)% reduced Extra Damage from Critical Hits
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map item drop quantity +% [10]
map item drop rarity +% [6]
Damage Critical
Heist Equipment mods /4
NameLevelPre/SufDescriptionWeight
Initiator's1Prefix(25–28)% increased Damage with Hits against Enemies that are on Full Life
Players deal (25–28)% increased Damage with Hits against Enemies that are on Full Life
Damage
Instigator's45Prefix(29–32)% increased Damage with Hits against Enemies that are on Full Life
Players deal (29–32)% increased Damage with Hits against Enemies that are on Full Life
Damage
Ambusher's75Prefix(33–36)% increased Damage with Hits against Enemies that are on Full Life
Players deal (33–36)% increased Damage with Hits against Enemies that are on Full Life
Damage
Assassin's81Prefix(37–40)% increased Damage with Hits against Enemies that are on Full Life
Players deal (37–40)% increased Damage with Hits against Enemies that are on Full Life
Damage
Misc mods /30
NameLevelDomainPre/SufDescriptionWeight
of Stoutness1SanctumRelicSuffixHits against you have (12–15)% reduced Critical Damage Bonus
of Tenacity55SanctumRelicSuffixHits against you have (16–19)% reduced Critical Damage Bonus
of Unwavering76SanctumRelicSuffixHits against you have (20–25)% reduced Critical Damage Bonus
Slaying1JewelPrefix(10–20)% increased Damage with Hits against Rare and Unique Enemies Damagedexjewel 1
default 0
Rancorous1JewelPrefix(10–20)% increased Magnitude of Damaging Ailments you inflict with Critical Hits Damage Critical Ailmentdexjewel 1
intjewel 1
default 0
Incise1JewelPrefix(15–25)% chance for Attack Hits to apply Incision Damage Physical Ailmentstrjewel 1
default 0
Slaying1JewelPrefix(2–3)% increased Damage with Hits against Rare and Unique Enemies Damagedex_radius_jewel 1
default 0
Rancorous1JewelPrefix(5–10)% increased Magnitude of Damaging Ailments you inflict with Critical Hits Damage Critical Ailmentdex_radius_jewel 1
int_radius_jewel 1
default 0
Incise1JewelPrefix(3–5)% chance for Attack Hits to apply Incision Damage Physical Ailmentstr_radius_jewel 1
default 0
1JewelUniqueMelee Hits have 10% chance to Fortify Attack
1JewelUnique20% increased Damage with Hits for each Level higher the Enemy is than you Damage
1JewelUnique(15–20)% increased Damage with Hits against Chilled Enemies Damage
1AbyssUnique(15–25)% chance for Lightning Damage with Hits to be Lucky Elemental Lightning
Lightless1AbyssSuffixHits have (3–5)% reduced Critical Hit Chance against you
of Ulaman65AbyssSuffix(15–25)% chance for Attack Hits to apply Incision ulaman Damage Physical Ailment
of Ulaman65AbyssSuffixHits have (17–25)% reduced Critical Hit Chance against you ulaman Critical
of Ulaman65AbyssSuffixPrevent +(3–5)% of Damage from Deflected Hits ulaman
of Ulaman65AbyssSuffixYou take (8–15)% of damage from Blocked Hits while Active Blocking
(30–40)% of Physical Damage taken as Lightning while Active Blocking
ulaman Physical Elemental Lightning
of Amanamu65AbyssSuffixHits with Shield Skills which Heavy Stun enemies break fully Break Armour amanamu
Amanamu's65AbyssPrefixProjectiles deal (20–30)% increased Damage with Hits against Enemies within 2m amanamu Damage
Kurgal's65AbyssPrefixProjectiles deal (20–30)% increased Damage with Hits against Enemies further than 6m kurgal
Kurgal's65AbyssPrefixProjectiles deal (85–109)% increased Damage with Hits against Enemies within 2m kurgal Damage
Ulaman's65AbyssPrefixProjectiles deal (60–79)% increased Damage with Hits against Enemies further than 6m ulaman
1ExpeditionRelicPrefixMonsters have 30% chance to Avoid All Damage from Hits
1ExpeditionRelicPrefixMonsters' Hits can't be Evaded
1ExpeditionRelicPrefixMonsters' Hits are always Critical Hits
1ExpeditionRelicPrefixHits against Monsters cannot be Critical Hits
1ExpeditionRelicPrefixMonsters' Hits Break Armour equal to 200% of Physical Damage dealt
1ExpeditionRelicPrefixMonsters' Attack Hits inflict Bleeding
1ExpeditionRelicPrefixAll Damage from Monsters' Hits Contributes to Poison Magnitude
Monsters Poison on Hit
Item /4
Thane Mail
Armour: 245
Base Movement Speed: -0.04
Requires: Level 80, 67 Str, 67 Dex
Hits against you have (15–25)% reduced Critical Damage Bonus
Akoyan Club
Physical Damage: 46-76
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.1
Requires: Level 78, 163 Str
Jade Club
Physical Damage: 31-51
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.1
Requires: Level 49, 87 Str
Twin Flail
Physical Damage: 8-18
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.1
Requires: Level 20, 30 Str, 14 Int
Unique /47
Grants Skill: Raise Shield
(80–100)% increased Block chance
(100–150)% increased Armour
+(13–17)% to Chaos Resistance
You take (25–40)% of damage from Blocked Hits
Enemies are Culled on Block
local weapon implicit hidden % base damage is fire [50]
Adds (4–6) to (8–10) Physical Damage
Adds (4–6) to (8–10) Fire Damage
+(10–20) to Strength
+(20–30)% to Fire Resistance
Hits Break (30–50) Armour
Inflicts Fire Exposure when this Weapon Fully Breaks Armour
(80–100)% increased Armour
(30–50)% increased Critical Hit Chance
+(20–30) to Intelligence
Leech from Critical Hits is instant
(30–50)% increased Energy Shield
+(10–20) to Dexterity
(10–15)% reduced Attack and Cast Speed
Lightning damage from Hits Contributes to Electrocution Buildup
Adds (8–12) to (16–20) Physical Damage
Adds (8–12) to (16–20) Cold Damage
+5% to Critical Hit Chance
All Damage from Hits with this Weapon Contributes to Freeze Buildup
Culling Strike against Frozen Enemies
(60–100)% increased Armour and Evasion
(-20–-10)% to Fire Resistance
Damage of Enemies Hitting you is Unlucky while you are on Low Life
50% chance to Avoid Death from Hits
+(5–7) to all Attributes
+(50–100) to all Attributes
-4 Physical Damage taken from Attack Hits
+(10–15) to Spirit
+(60–100) to maximum Mana
+30 to Spirit
30% increased Light Radius
(20–30)% increased Mana Regeneration Rate
+(30–50) to maximum Life
+(30–50) to maximum Mana
(100–200)% increased Critical Hit Chance
+(60–100) to Stun Threshold
Your Critical Hits do not deal extra Damage
+(40–60) to maximum Life
+(10–20) to Strength
+(30–40)% to Fire Resistance
Cannot be Ignited
-10 Physical Damage taken from Attack Hits
(100–150)% increased Evasion Rating
+300 to maximum Life
25% reduced Attribute Requirements
100% of Fire Damage from Hits taken as Physical Damage
Grants Skill: Level 13 Lightning Bolt
+(10–15) to Dexterity
+(20–30)% to Lightning Resistance
Trigger Lightning Bolt Skill on Critical Hit
Grants Skill: Raise Shield
Grants Skill: Level 14 Cast on Block
(150–200)% increased Armour
Chance to Block Damage is Lucky
You take (15–20)% of damage from Blocked Hits
(100–150)% increased Armour and Energy Shield
(15–25) Life Regeneration per second
(15–25)% increased Mana Regeneration Rate
Alternating every 5 seconds:
Take 30% less Damage from Hits
Take 30% less Damage over time
+(20–30) to maximum Energy Shield
(60–80)% increased Spell Damage
+(7–13)% to Chaos Resistance
Critical Hits with Spells apply (1–3) Stack of Critical Weakness
(30–50)% increased Evasion and Energy Shield
(4–6)% increased Attack Speed
(20–30)% chance to Poison on Hit
All Damage from Hits Contributes to Poison Magnitude
(60–100)% increased Armour
(20–30)% increased Critical Damage Bonus
Critical Hits cannot Extract Impale
(20–31) to (31–49) Physical Thorns damage
(100–200)% increased Evasion Rating
(15–25)% increased Critical Hit Chance
+(30–40) to Dexterity
150% increased Global Evasion Rating when on Low Life
15% of Damage from Hits is taken from your Damageable Companion's Life before you
(40–60)% increased Evasion and Energy Shield
+(10–20)% to all Elemental Resistances
Fire Damage from Hits Contributes to Shock Chance instead of Flammability and Ignite Magnitudes
Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
Lightning Damage from Hits Contributes to Freeze Buildup instead of Shock Chance
+(100–150) to Accuracy Rating
+(60–80) to maximum Life
+(20–25)% to Fire Resistance
25% increased Light Radius
Leeching Life from your Hits causes Allies in your Presence to also Leech the same amount of Life
(60–100)% increased Armour and Evasion
+(75–125) to Accuracy Rating
(10–15) Life Regeneration per second
Deal 4% increased Damage with Hits to Rare or Unique Enemies for each second they've ever been in your Presence, up to a maximum of 200%
(50–100)% increased Armour and Energy Shield
+(40–80) to maximum Life
10% increased Rarity of Items found
(10–15) to (20–25) Physical Thorns damage
+(5–10)% to Critical Damage Bonus
Adds (21–26) to (25–31) Physical Damage
(10–15)% increased Attack Speed
Breaks Armour equal to 40% of damage from Hits with this weapon
Fully Armour Broken enemies you kill with Hits Shatter
(15–30)% increased Movement Speed
(60–80)% increased Armour, Evasion and Energy Shield
Dodge Roll avoids all Hits
10% less Movement and Skill Speed per Dodge Roll in the past 20 seconds
Adds 1 to 3 Physical Damage to Attacks
Adds (3–4) to (5–8) Cold damage to Attacks
(5–10)% increased Attack Speed
+(5–10)% to Cold Resistance
Enemies Chilled by your Hits increase damage taken by Chill Magnitude
Attacks Gain (5–10)% of Damage as Extra Cold Damage
+(20–30)% to Cold Resistance
(20–30)% increased Cold Damage
+(40–60) to maximum Mana
+(10–15) to Strength
Enemies Chilled by your Hits can be Shattered as though Frozen
Adds 1 to 4 Physical Damage to Attacks
Adds (5–7) to (9–13) Physical Damage to Attacks
+(20–30) to Dexterity
(10–20)% chance to Poison on Hit
All Damage taken from Hits while Poisoned Contributes to Magnitude of Chill on you
(15–25)% increased Magnitude of Poison you inflict
Grants Skill: Parry
(20–30)% increased Block chance
+(20–30) to Evasion Rating
You take 50% of damage from Blocked Hits
Adds (12–15) to (22–25) Physical Damage
(10–15)% increased Attack Speed
Causes (30–50)% increased Stun Buildup
Always deals Critical Hits against Heavy Stunned Enemies
+50 Dexterity Requirement
-15 Strength Requirement
(80–120)% increased Physical Damage
50% increased Attack Speed
(15–25)% increased Light Radius
Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage
(100–150)% increased Physical Damage
+(10–15) to all Attributes
Gain 30 Life per Enemy Killed
This Weapon's Critical Hit Chance is 100%
Critical Hits do not deal extra Damage
(400–500)% increased Armour
+(200–300) to Stun Threshold
Take no Extra Damage from Critical Hits
(100–150)% increased Armour and Energy Shield
(50–100)% increased Energy Shield Recharge Rate
(25–35) Life Regeneration per second
(30–50)% reduced Ignite Duration on you
Defend against Hits as though you had 1% more Armour per 1% current Energy Shield
(30–50)% reduced Duration of Bleeding on You
(100–150)% increased Armour and Evasion
(10–40)% chance to Avoid Physical Damage from Hits
(10–40)% chance to Avoid Chaos Damage from Hits
Enemies in your Presence are Intimidated
Adds 1 to 4 Physical Damage to Attacks
Adds (5–7) to (9–13) Physical Damage to Attacks
+(20–30) to Strength
All Damage taken from Hits while Bleeding Contributes to Magnitude of Chill on you
(10–20)% chance to inflict Bleeding on Hit
(15–25)% increased Magnitude of Bleeding you inflict
(100–150)% increased Evasion and Energy Shield
(30–40)% increased Critical Hit Chance
+(10–20) to Dexterity
+(10–20) to Intelligence
(20–30)% increased Critical Hit Chance for Attacks
(10–15)% reduced Attack Speed
Chaos Damage from Hits also Contributes to Freeze Buildup
Chaos Damage from Hits also Contributes to Electrocute Buildup
Attacks Gain (10–20)% of Physical Damage as extra Chaos Damage
Triggers Level 15 Manifest Dancing Dervishes on Rampage
Cannot be used while Manifested
Manifested Dancing Dervishes die when Rampage ends
Melee Hits count as Rampage Kills
Rampage
Grants Skill: Spear Throw
(15–25)% chance to Maim on Hit
Adds (13–17) to (22–28) Physical Damage
+(100–150) to Accuracy Rating
10% increased Attack Speed
All Damage from Hits with this Weapon Contributes to Pin Buildup
(20–30)% increased Projectile Speed with this Weapon
local weapon implicit hidden added maximum chaos damage [71]
local weapon implicit hidden added minimum chaos damage [43]
Adds 1 to (200–300) Lightning Damage
(10–15)% increased Attack Speed
100% of Lightning Damage Converted to Chaos Damage
Chaos Damage from Hits also Contributes to Shock Chance
(100–200)% increased Energy Shield
(30–50)% increased Energy Shield Recharge Rate
20% of Elemental damage from Hits taken as Chaos damage
+25% chance to be Poisoned
(60–100)% increased Energy Shield
+(60–100) to maximum Mana
(10–15)% increased Rarity of Items found
Your Hits can Penetrate Elemental Resistances down to a minimum of -50%
Grants Skill: Spear Throw
Adds (14–18) to (30–36) Physical Damage
+(5–8)% to Critical Hit Chance
+(15–25) to Intelligence
10% of Skill Mana Costs Converted to Life Costs
(120–150)% increased Physical Damage
+(2–3) to Level of all Melee Skills
+(20–30) to Intelligence
Causes (150–200)% increased Stun Buildup
All Damage from Hits with this Weapon Contributes to Chill Magnitude
Grants Skill: Level 15 Crackling Palm
(1–111)% increased Evasion and Energy Shield
(1–11)% increased Attack Speed
+(1–33)% to Lightning Resistance
Adds 1 to (77–111) Lightning Damage to Unarmed Melee Hits
+(0.1–1.1)% to Unarmed Melee Attack Critical Hit Chance
use thunderfist art variation [1]
Grants Skill: Level 12 Valako's Charge
(80–120)% increased Armour and Evasion
+(80–100) to maximum Life
+(20–30) to Dexterity
(-40–-30)% to Lightning Resistance
(20–40)% of Physical damage from Hits taken as Lightning damage
lightning coil replace damage hit effect index [110]
Grants Skill: Level 11 Phantasmal Arrow
50% reduced Projectile Range
Adds (76–98) to (126–193) Fire Damage
(30–50)% increased Flammability Magnitude
(10–20)% increased Ignite Magnitude
30% reduced Life Recovery rate
-30 Physical Damage taken from Hits
Attack Hits inflict Spectral Fire for 8 seconds
Passive /116
5% increased Attack Speed with Daggers
15% increased Critical Hit Chance with Daggers
Critical Hits with Daggers have a 25% chance to Poison the Enemy
Arrows gain Critical Hit Chance as they travel farther, up to
60% increased Critical Hit Chance after 7 metres
30% increased Block chance
You take 5% of damage from Blocked Hits
100% chance to Daze Enemies whose Hits you Block while Actively Blocking
Defend with 150% of Armour against Hits from Enemies that are further than 6m away
Recover 20 Life when you Block
+2% to maximum Block chance
80% less Knockback Distance for Blocked Hits
36% increased Damage if you've dealt a Critical Hit in the past 8 seconds
20% increased Critical Damage Bonus
20% increased Magnitude of Non-Damaging Ailments you inflict with Critical Hits
100% increased Critical Hit Chance against Enemies that are on Full Life
40% increased Critical Hit Chance against Enemies that are affected
by no Elemental Ailments
30% increased Damage if you've dealt a Critical Hit in the past 8 seconds
12% increased Critical Hit Chance
10% reduced maximum Mana
+10 to Strength
35% increased Critical Hit Chance
80% increased Critical Hit Chance if you haven't dealt a Critical Hit Recently
16% increased Cast Speed if you've dealt a Critical Hit Recently
Attack Hits Aggravate any Bleeding on targets which is older than 4 seconds
25% increased Critical Hit Chance against Shocked Enemies
40% increased Magnitude of Shock you inflict with Critical Hits
Minions deal 15% increased Damage
Minions have 20% increased Critical Hit Chance
melee critical strike chance +% when on full life [20]
25% increased Critical Damage Bonus against Burning Enemies
10% chance to refresh Ignite Duration on Critical Hit
30% increased Damage with Hits against Ignited Enemies
20% increased Flammability Magnitude
20% increased Freeze Buildup
20% increased chance to Shock
Witch: 20% increased Critical Hit Chance for Spells
Witch: 20% increased Physical Damage
35% increased Damage with Hits against Burning Enemies
30% increased Flammability Magnitude
30% increased Damage with Hits against Burning Enemies
40% increased Flammability Magnitude
40% increased Damage with Hits against Ignited Enemies
30% increased Damage with Hits against Chilled Enemies
20% increased Freeze Buildup
50% increased Damage with Hits against Frozen Enemies
20% increased Freeze Buildup
Hits ignore non-negative Elemental Resistances of Frozen Enemies
30% increased Damage with Hits against Shocked Enemies
Shocking Hits have a 50% chance to also Shock enemies in a 1.5 metre radius
Hits Break 30% increased Armour on targets with Ailments
+10 to Strength
25% increased Physical Damage
Break Armour on Critical Hit with Spells equal to 10% of Physical Damage dealt
20% increased Magnitude of Impales inflicted with Spells
20% increased Physical Damage
30% increased Stun Buildup
Hits Break 50% increased Armour on targets with Ailments
40% increased Elemental Damage if you've dealt a Critical Hit Recently
20% increased Critical Hit Chance
20% increased Mana Regeneration Rate
10% chance to Gain Arcane Surge when you deal a Critical Hit
30% reduced Damage
+8% to Critical Hit Chance of Herald Skills
50% increased Critical Hit Chance against Enemies that are on Full Life
Cannot be Blinded while on Full Life
80% increased Damage with Hits against Enemies that are on Full Life
60% increased Damage with Hits against Enemies that are on Low Life
30% increased Stun Buildup against Enemies that are on Low Life
120% increased Damage with Hits against Enemies that are on Low Life
5% increased Damage taken while on Low Life
Leeching Life from your Hits causes your Companion to also Leech the same amount of Life
30% increased Damage with Hits against Hindered Enemies
Debuffs you inflict have 10% increased Slow Magnitude
20% increased Elemental Damage with Attacks
5% of Physical Damage from Hits taken as Damage of a Random Element
25% increased Blind duration
25% increased Damage with Hits against Blinded Enemies
Enemies Blinded by you have 50% reduced Critical Hit Chance
50% increased Critical Hit Chance against Blinded Enemies
25% increased Damage with Hits against Rare and Unique Enemies
20% increased Accuracy Rating against Rare or Unique Enemies
20% increased chance to inflict Ailments against Rare or Unique Enemies
10% chance to Daze on Hit
40% increased Critical Hit Chance against Dazed Enemies
Enemies near Enemies you Mark are Blinded
Enemies you Mark cannot deal Critical Hits
33% increased Damage with Hits against Enemies affected by Ailments
Huntress: +30 to Accuracy Rating
Huntress: 10% increased Accuracy Rating
25% increased Damage with Hits against Enemies affected by Elemental Ailments
15% increased Duration of Ignite, Shock and Chill on Enemies
24% increased Damage with Hits against Enemies affected by Elemental Ailments
30% increased chance to inflict Ailments against Rare or Unique Enemies
Projectiles have 40% increased Critical Damage Bonus against Enemies within 2m
Projectiles deal 25% increased Damage with Hits against Enemies within 2m
Projectiles have 25% increased Critical Hit Chance against Enemies further than 6m
Projectiles deal 25% increased Damage with Hits against Enemies further than 6m
Projectiles have 30% increased Critical Damage Bonus against Enemies further than 6m
Projectiles have 30% increased Critical Hit Chance against Enemies further than 6m
25% chance to inflict Daze with Hits against Enemies further than 6m
Hits against you have 20% reduced Critical Damage Bonus
20% increased Armour and Evasion Rating
10% increased Damage
10% increased Critical Hit Chance
Druid: 10% increased Damage
Druid: 10% increased Skill Effect Duration
Druid: +5 to Strength and Intelligence
16% increased Critical Hit Chance for Spells
8% increased Cast Speed if you've dealt a Critical Hit Recently
15% increased Critical Hit Chance for Spells
15% increased Spell Damage if you've dealt a Critical Hit Recently
25% increased Critical Hit Chance for Spells
Hits have 25% reduced Critical Hit Chance against you
Mastery: Ritual
35% increased Critical Hit Chance if you've Triggered a Skill Recently
Meta Skills gain 25% increased Energy if you've dealt a Critical Hit Recently
15% increased effect of Fully Broken Armour
Fully Broken Armour effects also apply to Fire Damage Taken from Hits
15% increased chance to inflict Ailments
Hits Break 30% increased Armour on targets with Ailments
15% increased Duration of Damaging Ailments on Enemies
30% increased Damage with Hits against Enemies affected by Ailments
60% increased Critical Hit Chance against Immobilised enemies
Your Hits cannot be Evaded by Pinned Enemies
5% of Damage from Hits is taken from your Damageable Companion's Life before you
20% increased Defences while your Companion is in your Presence
50% increased Damage against Demons
50% increased Duration of Ailments on Beasts
50% increased Critical Hit Chance against Humanoids
50% increased Immobilisation buildup against Constructs
can see monster categories [1]
20% chance for Damage of Enemies Hitting you to be Unlucky
20% chance for Damage with Hits to be Lucky
Hits against you have 30% reduced Critical Damage Bonus
15% reduced Duration of Ailments on You
+10 to Strength
25% increased Magnitude of Ailments you inflict against Marked Enemies
25% increased Critical Hit Chance against Marked Enemies
+10 to Dexterity
Accuracy Rating is Doubled
Never deal Critical Hits
Dodge Roll cannot Avoid Damage
Take 30% less Damage from Hits while Dodge Rolling
Can Attack as though using a Quarterstaff while both of your hand slots are empty
Unarmed Attacks that would use your Quarterstaff's damage gain:
Physical damage based on their Skill Level
• 1% more Attack Speed per 25 Item Evasion Rating on Equipped Armour Items
• +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items
Ascendancy Passive /17
Ascendancy: Titan
Character: Warrior
Ascendancy: Warbringer
Character: Warrior
Break Armour equal to 10% of Hit Damage dealt
Ascendancy: Warbringer
Character: Warrior
20% of Damage from Hits is taken from your nearest Totem's Life before you
Ascendancy: Warbringer
Character: Warrior
You take 20% of damage from Blocked Hits
Maximum Block chance is 75%
Ascendancy: Smith of Kitava
Character: Warrior
Body Armour grants 25% of Physical Damage from Hits taken as Fire Damage
Ascendancy: Smith of Kitava
Character: Warrior
Body Armour grants Hits against you have 50% reduced Critical Damage Bonus
Ascendancy: Amazon
Character: Huntress
Chance to Hit with Attacks can exceed 100%
Gain additional Critical Hit Chance equal to 25% of excess chance to Hit with Attacks
Ascendancy: Infernalist
Character: Witch
Become Ignited when you deal a Critical Hit, taking 15% of your maximum Life and Energy Shield as Fire Damage per second
Ascendancy: Blood Mage
Character: Witch
Base Critical Hit Chance for Spells is 15%
Ascendancy: Blood Mage
Character: Witch
25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead
Ascendancy: Stormweaver
Character: Sorceress
Grants Skill: Elemental Storm
Trigger Elemental Storm on Critical Hit with Spells
Character: Mercenary
For each colour of Socketed Support Gem that is most numerous, gain:
•Red: Hits against you have no Critical Damage Bonus
•Blue: Skills have 30% less cost
•Green: 40% less Movement Speed Penalty from using Skills while Moving
Character: Mercenary
Skills deal 20% increased Damage per Connected red Support Gem
Skills have 6% increased Skill Speed per Connected green Support Gem
Skills have 20% increased Critical Hit Chance per Connected blue Support Gem
Ascendancy: Invoker
Character: Monk
Critical Hits ignore non-negative Enemy Monster Elemental Resistances
Ascendancy: Invoker
Character: Monk
Grants Skill: Elemental Expression
Trigger Elemental Expression on Melee Critical Hit
Timeless Jewel Passive /11
Critical Strike Chance
Vaal Passive
(7–14)% increased Critical Hit Chance
Thaumaturgical Aptitude
Vaal Notable
(25–35)% increased Spell Damage
(35–50)% increased Critical Hit Chance for Spells
Dance with Death
Maraketh Keystone
Can't use Helmets
Your Critical Hit Chance is Lucky
Your Damage with Critical Hits is Lucky
Enemies' Damage with Critical Hits against you is Lucky
You circle the black scorpion with enmity, daring it time and again.
Second Sight
Maraketh Keystone
You are Blind
Blind does not affect your Light Radius
25% more Melee Critical Hit Chance while Blinded
Speak not, but listen, for danger reveals itself on the wind.
Flawless Execution
Eternal Notable
80% increased Critical Hit Chance
Eternal Subjugation
Eternal Notable
15% chance to gain a Power Charge on Critical Hit
Gemling Ambush
Eternal Notable
80% increased Critical Hit Chance for Spells
Corrupted Vision
Kalguuran Notable
30% increased Critical Hit Chance for Spells
5% chance to Blind Enemies on Hit
Sacrifice of Flesh
Abyss Keystone
When taking damage from Hits, 20% of Life Loss is prevented, then 150% of Life Loss prevented this way is Lost over 4 seconds
I pledge my soul to you, Liege of the Lightless, and vow to conquer nations in your name!
Undying Hate: Amanamu
Derogatory Gaze
Abyss Notable
3% reduced Accuracy Rating per 25 Tribute
5% increased Attack Critical Hit Chance per 10 Tribute
Barbed Allegiance
Abyss Notable
+0.5% to Thorns Critical Hit Chance per 50 Tribute
2% increased Thorns damage per 10 Tribute
Timeless Jewel Passive Additions /5
FactionCategoryShow Full DescriptionsCode
VaalNotable
(7–14)% increased Critical Hit Chancevaal_small_critical_strike_chance
KaruiNotable
Hits against you have 10% reduced Critical Damage Bonuskarui_notable_add_damage_from_crits
KaruiNotable
30% increased Melee Critical Hit Chancekarui_notable_add_melee_crit_chance
KaruiNotable
5% of Physical Damage from Hits taken as Fire Damagekarui_notable_add_physical_taken_as_fire
MarakethNotable
25% increased Critical Hit Chancemaraketh_notable_add_global_crit_chance
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